Spend some time with a depressed, laconic Luigi as he chain smokes and wanders through a crumbling Mushroom Kingdom, ruminating on ontology, ethics, family, identity, and the mistakes he and his brother have made.
Controls:
- left/right: walk around
- up: ruminate
- down: smoke
About the game:
This is a shot at a collection of ideas I had a few years ago, about looking critically at the universe of Super Mario Bros. in light of the total lack of explicit narrative in the original game in particular. Who are these strange men? What motivates them? By what right do they wreak the havoc they do on this strange place? What do they feel about where they are and what they're doing?
And so, this is one lens through which to look at all that, with Luigi, the second brother, the also-ran, as a complicit onlooker, wandering now through some fractured, rotting liminal place in this strange world, reflecting on it all in scattered fragments.

I thought I'd make a short log of what I'm working on at the moment and my thoughts on the lovely PICO-8. First, let me say that since I work with Love2D I like being able to use Lua. I'm working on code for pixel-perfect collisions because I can make shaped sprites and perhaps get better use of real-estate. That is, I can make more complex levels in a smaller screen space. The dream is a simple metroid-style game with items to find.
Unfortunately Pico-8's implementation currently still has a few small bugs. Actually, scratch that, there's no such thing as a small bug in a code editor when that bug could prevent a perfectly good game from compiling and running. That said, I've had fun making my little game but I think I'm going to take a break from PICO-8 and go back to my other project(s). I've been having a ball with Love2D's physics engine and I've got to get back to that. I'm not leaving PICO-8, I'm just waiting for an update.
Also, the code limit makes me sad. I really like this one PICO-8 game, Tempest, and I hope the author will figure out how to fit in everything they want, but it sounds like they're still cutting it close to the eight-thousand-something tokens. We'll see what happens soon enough.
If a nonexistent function is called in a foreach loop, the runtime error thrown returns nothing useful.
e.g.
input:
offending code on line 37:
foreach(collection, missing_function) |
output:
line 0: attempt to call local 'f' (a nil value) |
vs.
input:
offending code on line 37:
missing_function(collection) |
output:
line 37: attempt to call global 'missing_function' (a nil value) |
I made a gif that shows the problem:
The gist is that if I use the map editor on the part of memory that's shared with the spritesheet, the bucket fill command appears to work, but doesn't actually update on the sprite sheet. The results of the bucket fill don't show up in game if you use that part of the map, either, and are gone if you save and reload the cartridge.
So PICO-8 is in alpha at the moment, but it feels very much like a finished product. What are the major things that will distinguish the current alpha 0.1.1 from the 1.0 release? Nothing fundamental jumps out at me as 'missing', and superfluous features seem very much against the core design philosophy; so what's left, aside from bugfixing and polish?
Hello everyone, time to show you another project I just made last night : a stack-based Window Manager (WM), cleverfully named StackWM.
A WM is a program or library to manage windows, dispatch events/interactivity to them and draw them. THink of your Windows/Linux/Mac's windows. So yeah, that's totally overkill and eating most of your cart space but it was fun to do and it put me on the tracks for another unrelated project.
Sooo... What does the WM do?
- Update/render events
- Window render context :clipping and camera offsetting to limit the renderer to the window's area:
- Focus or Global events : both aren't exclusive, you can manage both of them on one window.
- Button/Buttonp events : global or focused (available only if the window is focused)
- There is always one focused window. THere are helper functions to switch focus to another window.
What do I plan or think of adding to StackWM?
- Easier customisation? (colors? booleans to set functionnalities like notitle, grabbable, resizable?)
- Mouse support (emulated with pressing arrow keys and a button for click) and interaction support? (Click+grab on title -> grab window? CLick on close button : Close event?)
And here's a demo to show what I can do with StackWM. That's maybe a simple game but with time, better examples could be done. Have Fun!

Blog post: http://yal.cc/introducing-hxpico8/
Repository: https://github.com/YellowAfterlife/hxpico8
Examples: https://github.com/YellowAfterlife/hxpico8xm
In short, this project permits to use Haxe programming language to create programs for PICO-8 (by transpiling Haxe into PICO-8's flavour of Lua).
This grants you classes, compile-time optimizations, constant and function inlining, and a whole bunch of other "syntactic sugar" features while keeping the output size reasonably small.
For example, this class compiles to this .p8.
Obviously, you can do more complex things with it too.
Have fun :)
This is a small demo that I've been showing on Twitter/Tumblr yesterday. Currently there isn't much going on other than concept demonstration (and most of "engine" code needed). The code is laid out to allow taking it in various directions from here.
Source code

Local multiplayer! Two cowboy dudes are shuffling around the saloon and get into a tense situation somehow. What should they do? Shoot? Hide? Nothing?
Button 1 (P1: Z, P2: Tab) fires, button 2 (P1: X, P2: Q) hides. Make your decision quickly, because doing nothing is very risky!
I'm calling this finished because I mayyyy at some point want to spruce it up, but I don't want to get anyone's hopes up, least of all my own.
Updated to 1.01
Beware! Aliens have invaded earth! Of course - we are the aliens...
[i]On behalf of High Commander XL'ARGH - you have been tasked to fetch the puny humans for our gruesome experiments etc. The mothership is too valuable to risk for close quarters operations. Therefore we dispatch you - our great minion T'URD with smaller crafts to capture specimens with your tractor beam and carry them upwards into thinner atmosphere so that they can be collected by the mothership. Beware that the ship will lose movement speed when you activate the tractor beam with holding down your big ACTION BUTTON. Good luck, and break a tentacle!
OK here's an idea for a little pico8 gamejam.
48 hours over a weekend.
Day 1. Come up with a game, (it should have the basic mechanics and gameplay but doesn't need to be polished, leave some space for day 2: 4096 token limit!!!) and submit it here.
Day 2. It gets given to another jammer at random to complete and polish.
It'll be a good way to see how other people work and forces you to do both the game design and the polishing/juicing sides.
What do you think?
So I've made a few carts now, and am enjoying the hell out of it. Primarily for the joy of just building things, but also for the implicit little bit of roleplaying involved: I'm not just programming a game, I'm programming a game for a fictional console from another universe, from another time. I'm not just me, really; I'm the company that would have existed to be producing these things. I'm some scrappy no-budget third-party game dev concern from alternate universe 198X.
And a game company needs a brand identity.
And so: I came up with a name and drew a logo, and wrote up a little basically self-contained function to do a quick splash screen render, using a single 2*2 sprite:
This is a quick version of that game known as RHINO on the CBM PET. Googling has told me that this was written by Jeff Minter.
Still a lot to do but the basic gameplay works. Don't get trampled!
See how sausage is made: https://github.com/wstephenson/rhino
v0.6
- Pincho Edition!
v0.5
- Add attract mode. Not very attractive yet
- Implement lives. Extra life every 4 levels
- Implement high score
- Add game mode (easy/hard)






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